Merge pull request #5093 from RavingManiac/dev

Implosion-explosion style supermatter detonation
This commit is contained in:
Chinsky
2014-06-02 22:58:23 +04:00
+71 -22
View File
@@ -9,7 +9,7 @@
#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
//Controls how much power is produced by each collector in range - this is the main parameter for tweaking SM balance, as it basically controls how the power variable relates to the rest of the game.
#define POWER_FACTOR 0.35 //Obtained from testing. Aiming to make the ideal running output (600 kW) run the SM to ~85% of the safety level.
#define POWER_FACTOR 0.35 //Obtained from testing. Aiming to make the ideal running output (600 kW) run the SM to ~85% of the safety level.
#define CHARGING_FACTOR 0.55
#define DAMAGE_RATE_LIMIT 5 //damage rate cap at power = 900, scales linearly with power
@@ -44,6 +44,9 @@
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 1000
var/grav_pulling = 0
var/pull_radius = 14
var/emergency_issued = 0
var/explosion_power = 8
@@ -75,6 +78,7 @@
gasefficency = 0.125
pull_radius = 5
explosion_power = 3 //3,6,9,12? Or is that too small?
@@ -88,6 +92,9 @@
. = ..()
/obj/machinery/power/supermatter/proc/explode()
anchored = 1
grav_pulling = 1
spawn(100)
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
del src
return
@@ -129,30 +136,35 @@
explode()
if(grav_pulling)
supermatter_pull()
//Ok, get the air from the turf
var/datum/gas_mixture/removed = null
var/datum/gas_mixture/env = null
//ensure that damage doesn't increase too quickly due to super high temperatures resulting from no coolant, for example. We dont want the SM exploding before anyone can react.
//We want the cap to scale linearly with power (and explosion_point). Let's aim for a cap of 5 at power = 900 (based on testing, equals roughly 5% per SM alert announcement).
var/damage_inc_limit = (power/900)*(explosion_point/1000)*DAMAGE_RATE_LIMIT
if(!istype(L, /turf/space))
env = L.return_air()
removed = env.remove(gasefficency * env.total_moles) //Remove gas from surrounding area
if(!env || !removed || !removed.total_moles)
damage += max(((power-(1600*POWER_FACTOR)))/10, 0) //exciting the supermatter in a vacuum means the internal energy is mostly locked inside.
else if (grav_pulling) //If supermatter is detonating, remove all air from the zone
env.remove(env.total_moles)
else
damage_archived = damage
damage = max( damage + min( ( (removed.temperature - 800) / 150 ), damage_inc_limit ) , 0 )
//Ok, 100% oxygen atmosphere = best reaction
//Maxes out at 100% oxygen pressure
oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
var/temp_factor = 100
if(oxygen > 0.8)
// with a perfect gas mix, make the power less based on heat
icon_state = "[base_icon_state]_glow"
@@ -160,40 +172,40 @@
// in normal mode, base the produced energy around the heat
temp_factor = 60
icon_state = base_icon_state
power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
//We've generated power, now let's transfer it to the collectors for storing/usage
transfer_energy()
var/device_energy = power * REACTION_POWER_MODIFIER
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
var/thermal_power = THERMAL_RELEASE_MODIFIER
//This shouldn't be necessary. If the number of moles is low, then heat_capacity should be tiny.
//if(removed.total_moles < 35) thermal_power += 750 //If you don't add coolant, you are going to have a bad time.
removed.temperature += ((device_energy * thermal_power) / removed.heat_capacity())
removed.temperature = max(0, min(removed.temperature, 10000))
//Calculate how much gas to release
removed.phoron += max(device_energy / PHORON_RELEASE_MODIFIER, 0)
removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
removed.update_values()
env.merge(removed)
for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
@@ -266,7 +278,7 @@
AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
else
else if(!grav_pulling) //To prevent spam, detonating supermatter does not indicate non-mobs being destroyed
AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
@@ -292,3 +304,40 @@
var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
l.apply_effect(rads, IRRADIATE)
/obj/machinery/power/supermatter/proc/supermatter_pull()
//following is adapted from singulo code
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
// Let's just make this one loop.
for(var/atom/X in orange(pull_radius,src))
// Movable atoms only
if(istype(X, /atom/movable))
if(is_type_in_list(X, uneatable)) continue
if(((X) && (!istype(X,/mob/living/carbon/human))))
step_towards(X,src)
if(!X:anchored) //unanchored objects pulled twice as fast
step_towards(X,src)
if(istype(X, /obj/structure/window)) //shatter windows
X.ex_act(2.0)
else if(istype(X,/mob/living/carbon/human))
var/mob/living/carbon/human/H = X
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
step_towards(H,src) //step just once with magboots
continue
step_towards(H,src) //step twice
step_towards(H,src)
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0
return
/obj/machinery/power/supermatter/GotoAirflowDest(n) //Supermatter not pushed around by airflow
return
/obj/machinery/power/supermatter/RepelAirflowDest(n)
return